RPG MAKER MV OFFICIAL PAGE

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Zak

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Zak.. you are now one of my favorite people in these forums.

I freaking LOVE the landtalker game on the genesis.

Though Isometric could also be like Super Mario RPG on the Super Nintendo.
I think you will love me even more now when I tell you that I have all three Soundtrack CDs and the japanese guide here too. ;) Freaking love Lyle's Theme (2nd overworld theme), which was the reason I started VGM CDs.

Yes, I agree. But the SMRPG 3D felt so strange, like they wanted to emulate the DKC-renderings.
 

Ralpf

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@Celi: Well, that's the thing. I want to make Iso resources.
And if you sell them I will buy them.

With plug ins I would bet we will see iso, it just a matter of when.
 

Tsukihime

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Javascript sounds great.


I like the look of the plugin manager.


This would go well with the external plugin managers that have already been developed.


The table makes things somewhat more convenient, but configuration sections in the scripts themselves would probably still be used a lot for any variables that are not a simple string or number.
 

Arsist

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Arsist

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Oh wait, duh, that's right. I forgot one of the images literally has a frontview of someone casting a thunder spell.

*Reads updated site*

Welp, like I assumed, it doesn't run for XP  >_> which isn't a bad thing on their part, just bad for me.
 
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KinRyuTen

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My computer is fine for it I think.
 

schM0ggi

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Can someone from the Staff answer following Question please!?

So, from what we have this far, it will be possible to adjust the Grid Size through Plugins/Scripting. Thats superb... so Ressources we have now which are designed for 16px and 32px can still be used... at least ingame(!). How about the Editor itself? Is it possible trough Plugins/Scripting to adjust the Grid Size in the Editor? Reason why i am asking is:

Even if you can use different Tile Sizes like 32px ingame with the Ressources made for it and so on, there would be still the Problem when mapping with those Ressources in the Editor when you have a 48px Grid Size. So.. I hope we can get an Answer for this one, thanks :) .

greetz
 

nio kasgami

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it's open source so you can edit everything's you need I think's but not sure
 

Euphony

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Please stop this JavaScript discussion. We most likely can't use MIDI files anymore. What a loss!
I would consider it a loss. I still adore and use MIDI files--not only do they keep file size down, but they partner well with traditionally sprited graphics. Not all us want to use painterly style graphics and MP3s/OGGs.

Although I don't see how JavaScript would affect the use of MIDI anyway, considering that MIDI players have been created using JS.
 

Eblo

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Skimmed to see if these were posted in the thread yet and didn't find anything, so forgive me if I indeed missed a post.
 







EDIT: Ah, looks like I used a quote tag instead of a spoiler. Oops!
 
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Ramiro

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They can use MIDI https://github.com/mudcube/MIDI.js

I don't really know how they manage to make the engine itself.

Does it use phazer? (not so sure)

Does it use a custom made set of enterbrain classes to be cross platform (maaaaybe)

Argrgrgrgrgrgrg I want to dig in in the code and do things D:

*Chrom voice*

Now I'm angry!
 
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cremnophobia

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I know. I've previously linked to MIDI.js but its performance isn't really acceptable (don't forget that graphics and other stuff has to be done too in a game!). And just to save some some kilobytes? You need to elaborate on your second argument. Why wouldn't a OGG/Vorbis file partner well with old school 2D sprites?
 
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Steigrudar

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This all looks great, but I'll need to get a copy of windows 7 on a computer again,   -plays taps for Vista Support.-  At least I also have  2k3, XP and Ace to play around with.
 

Shaz

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Is it possible trough Plugins/Scripting to adjust the Grid Size in the Editor?
 

it's open source so you can edit everything's you need I think's but not sure
No - "everything" would not include the source code for the editor. It is talking about the scripts being open source. And, as has always been the case, that only affects what happens in the game when you play it - you could not change what happens in the editor by changing scripts.


I am not answering the original question - I do not know what is possible and what is not - I just know that you will (likely) not be able to change the behaviour of the editor to add in any functionality that is not already there.
 

Athryl

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This all looks great, but I'll need to get a copy of windows 7 on a computer again,   -plays taps for Vista Support.-  At least I also have  2k3, XP and Ace to play around with.
Same for me. I mean I am long overdue for a new pc anyways but it's not in the cards financially at the moment.  I guess I could use my husband's PC but game making is so time consuming it'd be hard. I was a bit bummed to see that requirement, but that's how it goes I suppose.
 

Ramiro

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One can say... 'soon' then ?

http://www.w3.org/TR/webmidi/

At least it is a non-deprecated draft...

Hey, for normal tracks you are comparing 20kb with 4mb of data... A web game feels that...

OMG now I remember, they still have to prepare a resource manager with async ajax calls for the web version, probably the same (but faster) for the PC version...

The worst could be is than I have to watch a loading screen between RM maps :C

I hope the window api, and all takes the idea of "this is meant to work on so many devices, you should make your UI in a way it adjust to each window"

if not, I probably know wich plugin will be my first then...
 
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Euphony

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Why wouldn't a OGG/Vorbis file partner well with old school 2D sprites?
I never said that. I said MIDI and old school graphics pair well. Those aren't mutual statements.

If MIDI isn't your thing that's cool, just don't assume that no one would miss it. Not interested in an "argument", just trying to give some love to MIDI. <3
 
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BloodletterQ

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You could try Synthfont and looking for some SNES soundfonts but then these graphics don't look anything like SNES graphics.
 
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